Runes
  • 9
    Greater Mark of Attack Damage (+0.95 attack damage)
  • 9
    Greater Seal of Armor (+1 armor)
  • 9
    Greater Glyph of Scaling Magic Resist (+0.16 magic resist per level (+3 at champion level 18))
  • 3
    Greater Quintessence of Attack Damage (+2.25 attack damage)
Skill Order
Q W E R
1 1 1 1
2 2 2 2
3 3 3 3
4 4 4 4
5 5 5 5
6 6 6 6
7 7 7 7
8 8 8 8
9 9 9 9
10 10 10 10
11 11 11 11
12 12 12 12
13 13 13 13
14 14 14 14
15 15 15 15
16 16 16 16
17 17 17 17
18 18 18 18

6/8/12 - Guide Released - Guide Approved 6/15/12 - Added Lane Match Ups Chapter

[center][img=champ/draven.png][/center] [center][img=skills/draven/q.png][img=skills/draven/w.png][img=skills/draven/e.png][img=skills/draven/r.png][/center] [center][title]Lore[/title][/center] Unlike his brother Darius, victory in battle was never enough for Draven. He craved recognition, acclaim, and glory. He first sought greatness in the Noxian military, but his flair for the dramatic went severely underappreciated. Thirsting for a method to share ''Draven'' with the world, he turned his attention to the prison system. There he carved out the celebrity he desired by turning the tedious affair of executions into a premiere spectacle. At Draven's first execution, he shocked onlookers when he ordered the doomed prisoner to run for dear life. Just before the man managed to flee from sight, Draven brought him down with a flawless throw of his axe. Soon, all Draven's executions became a gauntlet through which Noxian prisoners raced for a final chance at life. He used this trial as his own personal stage, and turned executions into a leading form of entertainment. He rallied onlookers into a frenzy, while desperate prisoners scrambled to evade him. They never succeeded. Rejecting the solemn, black uniforms of Noxian executioners Draven donned bright outfits and developed flashy signature moves to distinguish himself. Crowds flocked to see Draven in action, and tales of his performances spread quickly. As his popularity grew, so did his already-inflated ego. He belonged at the center of attention. Before long, the scope of his ambitions outgrew the population of Noxus. He decided that the glorious exploits of Draven should be put on display for the entire world. '' 'The best' is wherever I decide to set the bar each day.'' -- Draven [center][title]Skins[/title][/center] [highlight]Default[/highlight] [number]6300 IP[/number] or [number]975 RP[/number] [imgext=http://images2.wikia.nocookie.net/__cb20120601005622/leagueoflegends/images/8/82/Draven_OriginalSkin.jpg] [highlight]Soul Reaver Draven[/highlight] [number]975 RP[/number] [imgext=http://images2.wikia.nocookie.net/__cb20120605203050/leagueoflegends/images/b/bd/Draven_SoulReaverSkin.jpg] - skin images from http://leagueoflegends.wikia.com

If you are like me and think AD carry is a boring role, Draven is the champion for you. The axe juggling mechanic adds a splash of style and chaos to the art of right clicking. Draven's passive and Spinning Axe ability work very well with crit chance, which comes in abundance on most standard AD carry items. [title]Pros +[/title] [highlight]Global, scaling ultimate[/highlight] [highlight]Synergizes extremely well with standard AD carry items[/highlight] [highlight]One of the strongest active stat boosts in the game[/highlight] [title]Cons -[/title] [highlight]Low mana pool[/highlight] [highlight]Easily baited; most of your damage is based on actively strafing or charging your target[/highlight] [highlight]The axe juggling mechanic can make someone lose their sense of direction[/highlight]

[title]Standard Draven[/title] [imgext=http://i.imgur.com/cejgQ.jpg] I use this mastery page for all my AD carries when I use the [highlight]Heal[/highlight] summoner spell. Choose the [highlight]Summoner's Wrath[/highlight] mastery if you plan on taking [highlight]Exhaust[/highlight] or [highlight]Ignite[/highlight] instead of [highlight]Heal[/highlight]. The rest of the runes are pretty standard, but Draven especially benefits from [highlight]Lethality[/highlight], as critical chance or damage increases his damage greatly. [highlight]Why no points in utility?[/highlight] Draven has low mana costs and doesn't benefit as much as he does from the 9 points in Defense, even if you don't take [highlight]Heal[/highlight]. Draven is an "in your face" kind of AD carry that chases you down and needs the extra durability since his playstyle is naturally more aggressive.

[title]Standard Draven[/title] [imgext=http://i.imgur.com/mBlTB.jpg] [highlight]Attack Damage Marks[/highlight] for easier last hitting and scales the best with your abilities. [highlight]Flat Armor Seals[/highlight] for extra durability against early game trades with the opposing AD carry. [highlight]Magic Resistance per level Glyphs[/highlight] help against late game magic damage when the enemy team will focus you in team fights (or at least they should be). [highlight]Attack Damage Quintessences[/highlight] for the same reason as marks, for even more damage. [title]Alternatives[/title] [highlight]1 Attack Damage Glyph[/highlight] instead of one of the Magic Resist Glyphs will round your attack damage from +15 to +16. Not very optimal, just another option. [highlight]Flat Magic Resistance Glyphs[/highlight] instead of per level may help against a support with magic damage, an AP jungler, or an enemy AP carry that ganks early. [highlight]Attack Speed Glyphs[/highlight] will lower your durability but boost your damage output. I prefer the [highlight]Magic Resistance[/highlight] myself but this is a good option for glass cannon playstyles.

[title][img=skills/draven/p.png] Passive: Wicked Blades[/title] [number]Draven's Critical Strikes deal 30 + (4 × level) bonus physical damage over time. Spinning Axe also causes this effect even if it does not Critically Strike.[/number] [title]Explanation:[/title] This passive is what makes Draven synergize so well as an AD carry because of the items usually gotten on that role. This is also what causes Draven to deal so much damage with Spinning Axe spam. You can also kill escaping low health enemies through the damage over time effect. [title][img=skills/draven/q.png] Q: Spinning Axe[/title] [number]Draven's next attack will deal 45 / 55 / 65 / 75 / 85 % of attack damage as bonus physical damage. This axe will ricochet off the target high up into the air. If Draven catches it, he automatically readies another Spinning Axe. Draven can have two Spinning Axes at once. Cooldown: 12 / 11 / 10 / 9 / 8 seconds Cost: 45 mana[/number] [title]Explanation:[/title] This is what makes Draven such a fun AD carry to play. For easy farming, use Spinning Axe to last hit a minion and continue to catch and use it by the time another minion is low enough to last hit. The Spinning Axe will land in the direction that you are facing based on your movement and positioning after the axe hits a target. If you can juggle your first axe enough, you can have tow spinning axes at a time, making every single attack you do apply the benefits of this ability. You can also catch another Draven's spinning axe. I max this ability first as my main damage source. If you use the hotkey "S" to stop, you can Stop after this hits a target so the axe lands close to you and you will have to make little to no adjustment to your position to catch it. [title][img=skills/draven/w.png] W: Blood Rush[/title] [number]Draven's Movement Speed is increased by 40 / 45 / 50 / 55 / 60% for 1.5 seconds and Attack Speed by 20 / 25 / 30 / 35 / 40% for 3 seconds. The Movement Speed bonus decreases rapidly over its duration. Catching a Spinning Axe will refresh the cooldown of Blood Rush. Cooldown: 12 seconds Cost: 40 mana[/number] [title]Explanation:[/title] One of the best stat boost actives in the game, you can use this ability for even better engaging and escaping. With the cooldown completely refreshed by catching a spinning axe, you can get lots of damage off on a target with sustained momentum. I take one point in this ability at level 2 and max it by level 13. [title][img=skills/draven/e.png] E: Stand Aside[/title] [number]Draven deals 70 / 105 / 140 / 175 / 210 (+0.5 per bonus attack damage) physical damage by throwing his axes, knocking aside and slowing his targets by 20 / 25 / 30 / 35 / 40% for 2 seconds. Cooldown: 18 / 17 / 16 / 15 / 14 seconds Cost: 70 mana[/number] [title]Explanation:[/title] I mainly take this ability for the early slow, which can set up or counter ganks in your lane early in the game as well as disrupt key targets in late game teamfights. I take one point in this ability at level 3 and max it last. I max this ability first if I am against an aggressive enemy jungle or bottom lane to try and counter engage them. Read the "Lane Match Up" chapter for more information. [title][img=skills/draven/r.png] R: Whirling Death[/title] [number]Draven hurls two massive axes in a given direction, dealing 175 / 275 / 375 (+1.1 per bonus attack damage) physical damage to every unit struck. Upon reaching the edge of the map, striking an enemy champion or upon the reactivation of Whirling Death, the axes will slowly come to a stop before changing direction and returning to Draven: dealing the same damage to every unit struck on the way back. Whirling Death deals 8% less damage for each unit hit, down to a minimum of 40%. The damage reduction resets when the axes reverse direction. Minimum Physical Damage (one hit): 70 / 110 / 150 (+0.44 per bonus attack damage) Minimum Phyiscal Damage (two hits): 140 / 220 / 300 (+0.88 per bonus attack damage) Maximum Physical Damage (single target): 350 / 550 / 750 (+2.2 per bonus attack damage) Cooldown: 110 / 100 / 90 seconds Cost: 120 mana Range: Global[/number] [title]Explanation:[/title] This ultimate is similar to Ezreal's; global, high damage, and scaling. However, I believe this ability is better than Ezreal's as it can hit twice and has the potential to hit targets that you missed on the first cast. Remember that you can return the blades early, giving you a possible kill or for more efficient farming/pushing power. I take this ability whenever able; at levels 6, 11, and 16. [youtube]http://www.youtube.com/watch?v=bhrMR0Hs088[/youtube]

[title]Starting Items[/title] [img=items/boots-of-speed.png][img=items/health-potion3.png] I almost always start with this, even with a sustaining support. Boots allow me to catch Spinning Axe easier as well as engage or disengage against the enemy AD carry with less risk of death. [img=items/dorans-blade.png] Doran's Blade is a standard option for most AD carries with a sustaining support. Gives you a nice mix of health, damage, and even a little lifesteal. I recommend this if you are new to AD carry or if you have a support with healing spells and do not need the health potions. [title]Early Core Items[/title] [img=items/berserkers-greaves.png][img=items/dorans-blade.png][img=items/dorans-blade.png] At 1515 gold (if started Boots) or 1395 gold (if you started Doran's blade), recall and buy this set of items for a very optimal mix of early game stats for an AD carry. The attack speed, health, attack damage, and lifesteal (albeit small) will benefit you greatly. [img=items/vampiric-scepter.png] If you are having sustain issues you can buy an early Vampiric Scepter before your core items because you will usually buy a Bloodthirster after your core items anyway. [title]Core Items[/title] [img=items/infinity-edge.png][img=items/phantom-dancer.png] Infinity Edge and Phantom Dancer are standard core items for almost every AD carry. Draven synergizes well with these standard items because of his passive, and the crit chance and damage will give you a crazy boost to your overall dps. or [img=items/trinity-force.png] If you are really far ahead Trinity Force is a good snowball item as it provides a good mix of combat stats and the Sheen proc works well with the abilities you are spamming. The Infinity Edge and Phantom Dancer are still a good item route if you are ahead but this is just another option and works well if your team can follow up on your advantage. Also, if it seems like other lanes are losing I wouldn't go Trinity Force because it isn't as reliant as the Infinity Edge and Phantom Dancer combo. [title]Situational Items[/title] [img=items/the-bloodthirster.png] I would recommend buying this after your core items for yet another boost to damage but also giving you the sustain to survive small skirmishes or team fights. [img=items/last-whisper.png] Your enemies will naturally build armor to counter your high damage output, so naturally you should buy a Last Whisper to make their attempts obsolete. [img=items/quicksilver-sash.png] A good defensive item against crowd control and magic damage, I almost always buy a QSS to counter the crowd control that will most likely be put on me. [img=items/banshees-veil.png] If the enemy doesn't have too much general crowd control but still has someone such as [imgsmall=champ/amumu.png], [imgsmall=champ/leblanc.png], or [imgsmall=champ/morgana.png] a Banshee's Veil is a viable item choice to counter them. [img=items/guardian-angel.png] If you need to counter burst damage whether it be AD or AP, a Guardian Angel will give you a good mix of defensive stats to survive in late game teamfights. [img=items/mercurys-treads.png] If you wish to forgo Berserker's Greaves or sell them later in the game to counter crowd control, Mercury Treads along with a QSS or Banshee's Veil will help counter those pesky stuns. [img=items/phantom-dancer.png] A second Phantom Dancer to replace Berserker's Greaves is a viable late game option, but only after you have bought all of your other items.

[title]AD Carry Types[/title] [highlight]Offensive[/highlight] An offensive AD carry will usually try to harass you with their abilities and may forgo minion kills to harass you out of lane or straight up kill you. [img=champ/corki.png] [highlight]Corki[/highlight] Most of Corki's early game damage will come from Phosphorus Bomb, and he can easily land it if you predictably move to catch a falling Spinning Axe. It is better to bait out Phosphorus Bomb and then use Blood Rush and go aggressive on him. [img=champ/draven.png] [highlight]Draven[/highlight] You may encounter a "mirror lane" in a normal match. This lane will be affected by 3 main things; your support, your jungler, and your individual skill. I would not engage on another Draven unless you can rely on your own skill and your support. You can also catch another Draven's Spinning Axe if you move fast enough. [img=champ/graves.png] [highlight]Graves[/highlight] Graves will mainly use Buckshot to mass farm/harass; try not to get to close to him as Buckshot does more damage based on how close you are to him. Smoke Bomb may be used to shut down any Spinning Axe juggle momentum, so be careful if he decides to use it for that certain purpose. [img=champ/kogmaw.png] [highlight]Kog'Maw[/highlight] I would recommended engaging on Kog'Maw early to deny him farm, as he is scarier than most AD carries because of his high amount of raw damage. He may be able to match your damage with his damage boost so be more careful of him when he has activated this ability. [img=champ/missfortune.png] [highlight]Miss Fortune[/highlight] Miss Fortune will try to play as aggressively as you will so most of it will depend on your support. She can get quick hits off on you and then disengage before you can act upon it. Try to keep her Strut passive down by getting harass in when you can. [img=champ/sivir.png] [highlight]Sivir[/highlight] Sivir is an annoyance to lane against as she can spell shield your Spinning Axes and push your lane so it is more risky to harass her. Try to bait out her spell shield by activating Spinning Axe and then making a sudden move towards her; it may not work every time, but it is worth a try. [img=champ/twitch.png] [highlight]Twitch[/highlight] Probably the least common of the AD carries, Twitch shouldn't be too much of an issue in a 2v2. However, stay wary of him if he has assistance from his jungler as his slow and burst damage can net him easy kills. [img=champ/urgot.png] [highlight]Urgot[/highlight] Most Urgots play very aggressive early game to try and establish an early advantage. Make sure to dodge his Noxian Grenade; using Blood Rush if necessary. Throw him off balance by playing extremely aggressive but don't get carried away as his ultimate can quickly put you in a bad situation. [img=champ/varus.png] [highlight]Varus[/highlight] To beat Varus, you will simply need to pay attention to the blight stacks on your character as well as where he will cast his abilities. A skilled Varus will beat you in a trade as he will just use abilities where your Spinning Axe will lane, making you take easy damage. [img=champ/vayne.png] [highlight]Vayne[/highlight] Vayne will almost always be with an offensive or mixed support to get early kills off onto you. It is very easy to get outplayed by a Vayne because she can Tumble during a Spinning Axe cast to disrupt your sense of direction. [highlight]Defensive[/highlight] Caitlyn is the only mainly defensive AD carry; even her Piltover Peacemaker is just a zoning or harass tool for a little damage in lane. [img=champ/caitlyn.png] [highlight]Caitlyn[/highlight] Caitlyn will be annoying to lane against as she will but traps in the side bushes if she is smart, and you will need the side bushes to get any sort of harass of onto her. Try to stay slightly to the side of the lane to blindside her with a Spinning Axe. [highlight]Mixed[/highlight] A Mixed AD carry takes a while to get to the level of the other carries but make up for it with more utility. [img=champ/ashe.png] [highlight]Ashe[/highlight] Ashe is a mixed AD carry as she will either use Frost Shot to slow you for an easier kill or to kite you. The same thing with Volley; she can use it to harass or kite. Use Blood Rush to escape or dodge her ultimate easier if necessary. She may even use her slows to prevent you from catching Spinning Axes. [img=champ/ezreal.png] [highlight]Ezreal[/highlight] Ezreal, like Ashe, can use his abilities either offensively or defensively, depending on his support or personal playstyle. Avoid the debuff from Essence Flux and be wary of Mystic Shot poke. [img=champ/tristana.png] [highlight]Tristana[/highlight] Tristana is two sides of the extreme. She will either just farm all day and play very defensively or she can use her amazing potential with an offensive or mixed support to rack up a lot of kills. She can use her healing debuff if you use potions or if you have a sustaining support. She can also use Rocket Jump to easily engage or escape so keep track of it's cooldown for any battle plans. [title]Support Types[/title] [highlight]Offensive[/highlight] An offensive support champion will try their best to keep in your face and set up kills for an offensive AD carry. [img=champ/blitzcrank.png] [highlight]Blitzcrank[/highlight] BEEP BOOP F*** THE AD CARRY. A skilled Blitzcrank is a scary opponent and can rack up lots of kills with well placed hooks. Once again, don't be predictable with catching Spinning Axe or you will get pulled into a tower. [img=champ/leona.png] [highlight]Leona[/highlight] Leona excels at getting in your face and works well with burst damage AD carries such as Tristana, Graves, or Corki. She can easily peel you off of the opposing AD carry and put the fight in their favor so be intelligent [img=champ/nunu.png] [highlight]Nunu[/highlight] Nunu is a dangerous support to fight against as ice ball can completely shut you down while he boosts his AD carry to keep beating on you. [highlight]Defensive[/highlight] Soraka is the only support in the defensive category as she will just be a walking fountain besides the occasional offensive silence or starcall. [img=champ/soraka.png] [highlight]Soraka[/highlight] Soraka is always an annoying support to play against as she will continue to feed health and mana to her AD and make your harass close to pointless. If she and her AD carry both have the Heal summoner spell, [img=items/executioners-calling.png] may be a viable option. [highlight]Mixed[/highlight] I believe that Draven works best with a Mixed support as it offers him the greatest flexibility for engaging or escaping. [img=champ/alistar.png] [highlight]Alistar[/highlight] Alistar is honestly one of the best supports. He is good at engaging, defending, sustaining, tower diving, and even pushing. You will have trouble against such a versatile bull; stay true to the basics and don't play more aggressively than you need to. [img=champ/janna.png] [highlight]Janna[/highlight] Janna will be another difficult opponent as she can engage or counter engage effectively. Ask your support to keep brush control so you won't be hit by random tornadoes and killed. [img=champ/lulu.png] [highlight]Lulu[/highlight] Lulu is able to deal lots of damage to you or simply disrupt a lot of your strategies. Try to bait her spells to the best of your abilities. [img=champ/sona.png] [highlight]Sona[/highlight] Another versatile support, it may be a good idea to just kill her if she tries to keep you off the AD carry as she runs out of mana quickly. [img=champ/taric.png] [highlight]Taric[/highlight] Be careful of Taric's stuns; especially if he is paired with an offensive AD carry as they have high kill potential. His Shatter passive will grant tons of bonus armor and it will be hard to kill him or his AD carry without proper use of your abilities. [title]TL;DR[/title] Use [img=skills/draven/q.png] a lot. Max [img=skills/draven/e.png] by level 13 if you are losing or against a strong lane. Your best support is [img=champ/alistar.png] or [img=champ/janna.png] or [img=champ/nunu.png] Sometimes avoiding a Spinning Axe on purpose is the smart choice as your enemies may cast abilities on you if your movement patterns are predictable.

[highlight]Farming[/highlight] At the starting stage of the game, it is important to farm as much as you can to get your core items quickly. Remember, 20 minion kills roughly equal a champion kill. I try to have a minimum of 100 minion kills by 20 minutes into the game. Stick with your support for safety and don't play overly aggressive. If you spawn on Blue Team, you can opt to kill the double golems for a small gold and experience advantage. [highlight]Lane Strategy[/highlight] Make smart use of Spinning Axe to maximize your damage and minimize your risk of death. it is important not to go out of your way to catch a Spinning Axe if it means you take free damage. It is especially dangerous against kill lanes or crowd control composition as it is easier to get caught. Use Stand Aside to assist your jungler with ganks as well as running from an incoming jungler. Blood Rush should be used either aggressively or defensively, use it according to the situation. Blood Rush can also be used to get back into lane faster after buying.

[highlight]Getting Stronger[/highlight] If you don't already have your core items, you should be getting close. This is a key moment for most AD carries as your damage output will begin to increase quickly. The crit chance and damage will make your passive's damage very noticeable; making you a key target in team fights. [highlight]Objectives[/highlight] You are very good at killing Dragon and Baron with continuous Spinning Axe spam/juggling. Your ultimate is useful for quickly pushing lanes or "sniping" distant enemies, which will open up other objectives on the map. Dragon initially spawns at 2:30 and spawns every 6 minutes after death. Baron initially spawns at 15:00 and spawns every 7 minutes after death. Your ultimate can be used to steal these objectives if you time it right, but it is also based on where you are when you cast it, and if it hits a champion first. Make sure to use Stand Aside to disrupt a cluster of enemies at a Dragon or Baron to open up an opportunity to steal it or delay it for another time.

[highlight]Late Game Tips[/highlight] When it becomes late in the game, your skills will be put to the test the most. A Guardian Angel may be a good option to replace a QSS as most champions on both sides will either be really tanky or hurt a lot. Your passive gives you a big damage advantage over other AD carries, the difficulty comes from juggling Spinning Axe while avoiding or targeting an enemy. Make sure that catching a Spinning Axe will not put you in danger; take note of the enemy champions and their abilities so you aren't caught off guard. [highlight]Late Game Strengths and Weaknesses[/highlight] Why is Draven stronger than most AD carries? His passive allows him to deal extra bonus damage that other AD carries do not get. Best of all, he doesn't require hitting a Spinning Axe to proc this effect, just crit, which his Spinning Axe can also do. However, one of Draven's main weaknesses is control. Most carries need to basically right click or use an ability here and there. Draven needs to actively move and use abilities to be at his full potential, and it is very hard to juggle Spinning Axes when you need to be auto attacking. His damage is based a lot off momentum and proper use of abilities; never use an ability without a purpose or a plan. It will be hard to control your abilities while be targeted by enemies and having proper positioning. The best Draven players will be able to keep a cool head under stress while managing their champion.

[highlight]Team Fight Basics[/highlight] Like other AD carries, your main job in team fights is doing damage. Draven is different from other AD carries as he takes a lot more attention to his ability usage and positioning to maximize his potential. [highlight]Battle Plan[/highlight] You want to either open up with or use your ultimate as a finisher, depending on the situation. You can also use Stand Aside to slow the enemy team or hold off until they try to retreat. After Whirling Death and/or Stand Aside, use Blood Rush into a Spinning Axe, and while weaving auto attacks, do your best to catch your Spinning Axe to refresh Blood Rush's cooldown. Now you usually have two options, hopefully you caught your Spinning Axe and you can use Blood Rush to continue to focus high value targets on the enemy team or use Blood Rush to kite the assassin or tank oriented champion that while be trying to peel you off of their carry. If you are fed, most champions will shred like tissue paper, but your main targets will still be enemy AP or AD carries to stop the enemy source of damage in team fights. [highlight]Positioning[/highlight] Make sure to coordinate with your teammates; convince your tank/initiator to stay within 600 distance of you at all times to give you breathing room for attacking enemies and to have protection of your own. Make sure to focus their AD or AP carry and stick with your tank and support for constant assistance. Always stay a little to the side of your team, DO NOT cluster up, especially against AoE compositions that can wipe out your team without anything you can do about it. Always have a plan against certain team compositions, running blind into battle is a surefire way to lose the game.

Thank you for reading my Draven guide, like and comment if this build has helped you. Questions in the comments section will be answered if the guide doesn't explain it or a certain choice needs further explanation. Positive comments and Likes are greatly appreciated and encourage me to improve current and future guides.

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